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Mod: Spirits extended
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Hi all,
I am getting my spirits up to higher levels - and I am sad to find out that they are pretty limited. Makes me feel like the all-powerful spirits are becoming less and less useful as they hit their limits. I made a mod that extends the level cap on the special skills for all the spirits. Be sure to read at least the "Note well" part of the readme (the readme is also included in the package): Code:
Spirits extended mod u1 Complains, bugs, improvement suggestion are all welcome. ***Edit A word of warning: I did not check whether there is a side-effect when: - the mod is removed, - a saved game is loaded with improvements already picked from the mod - the spirit goes to battle or levels up again. If you see any negative side-effects, please post them here ASAP. Thanks. ***Edit2 Updated the package. See notes about u1. |
lol, that's insanely overpowered, most of the abilities are already strong enough without extra buffs. Except for the rock, he gets useless once you reach endgame. :mrgreen: This does partially solve the problem with taking levels in abilities you don't want though. I think a better solution might be to change the values of existing levels and how upgrades are chosen at level-up. Would take more work to pull off however. :P
On a side note, I've been trying to devise a way to would allow you to control the intensity (strength, power, w/e) of the ability when you decide to use it (kind of like choosing the level of the spell you want to cast except more complex) but I can't think of any workarounds that would reduce the ammount of code required to make this and I'd probably need to make a new interface panel for each of the abilities. I kinda wish the devs had done a better job at this. :neutral: |
Well, this is a first "draft" to run some tests and see how people feel. If you care to come up with a detailed level-up scheme (new values for each skill) and post it, I would be glad to facilitate an updated package.
BTW: I do not consider it over-powering. Why? Because to make a certain skill stronger, you have to make others weaker - so, there is a trade-off. Also, you should not forget that you are still limited to 30 levels (and so, 30 skill improvement choices). As for the second part. So far, I have looked at the atoms only - probably there is a way to pass certain variables to the LUA functions to make change the behaviour. |
Actually there isn't any trade-off since you only want one or two abilities from each spirit to begin with, the rest are just a courtesy since you don't have anything better to invest in, what you've done is allowed the player to spend the extra points to further upgrade skills that are already strong to begin with, likely making them insanely powerful if you continued the same progression. This would make my warrior very (trigger-)happy and my enemies very grumpy as they get blasted each turn with a high-powered rage ability. :mrgreen:
Also passing variables to scripts isn't really a problem, if you couldn't do that, they would be pretty much useless now wouldn't they? :mrgreen: |
Hmm. I don't know. I found only one useless skill for each spirit - the other three were pretty useful for specific occasions.
I guess you are talking about passing variables from one LUA function to another. I meant passing variables from the atom file to the script (probably it's more appropriate to say: read the atom variables in the scripts). |
The only question I have is: does this mod allow soul draining to go to 100% killing? If it does, then that is definitely overpowered...
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I meant 100% killing of one stack, just like ordinary soul drain goes to 50% killing of one stack.
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Originally there were 5 levels, so now there are 10:
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level1=level:0/kill:10,rage:10,rest:3,exp:7,level:1 However, the rage requirement would be pretty high: 10+5+15+25+35+45+55+60=250 The available reductions (currently) are: Code:
rage1=rs:0,level:>1,rage:>10/rage:-10,rs:1 So, if you could pick always the right choice (which you can't I think), at level 30 you would be able to have 100% kill for 205 rage. Alternatively, if you pick the reductions instead of the improvements, you would not be able to pick the last three levels, meaning that you could have 70% kill for 45 rage - and there is an error here, because you would not be able to kick the -50 and -100 reductions (rage req. won't be >50 or >100). Obviously, it needs some tweaking... So, I am waiting for your inputs... |
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